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- clear the message display unconditionally when restarting the game.
It was only done when the level was reloaded. Fixes #400
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eb4e0b1b83
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2 changed files with 2 additions and 2 deletions
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@ -142,6 +142,7 @@ static void GameTicker()
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switch (ga)
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switch (ga)
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{
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{
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case ga_autoloadgame:
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case ga_autoloadgame:
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C_ClearMessages();
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if (BackupSaveGame.IsNotEmpty() && cl_resumesavegame)
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if (BackupSaveGame.IsNotEmpty() && cl_resumesavegame)
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{
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{
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DoLoadGame(BackupSaveGame);
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DoLoadGame(BackupSaveGame);
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@ -152,7 +153,6 @@ static void GameTicker()
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FX_StopAllSounds();
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FX_StopAllSounds();
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FX_SetReverb(0);
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FX_SetReverb(0);
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gi->FreeLevelData();
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gi->FreeLevelData();
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C_ClearMessages();
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gameaction = ga_level;
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gameaction = ga_level;
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gi->NewGame(g_nextmap, -1);
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gi->NewGame(g_nextmap, -1);
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BackupSaveGame = "";
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BackupSaveGame = "";
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@ -878,7 +878,7 @@ void SerializeHud(FSerializer &arc)
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void setLevelStarted(MapRecord *mi)
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void setLevelStarted(MapRecord *mi)
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{
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{
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levelTextTime = 85;
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levelTextTime = 85;
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Printf(TEXTCOLOR_GOLD "%s: %s\n", mi->LabelName(), mi->DisplayName());
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Printf(PRINT_NONOTIFY, TEXTCOLOR_GOLD "%s: %s\n", mi->LabelName(), mi->DisplayName());
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}
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}
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void drawMapTitle()
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void drawMapTitle()
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